// Update is called once per frame void Update() { Point2D gazeCoords = GazeDataValidator.Instance.GetLastValidSmoothedGazeCoordinates(); GraphicRaycaster gr = this.GetComponent <GraphicRaycaster>(); //Current pointer position PointerEventData point = new PointerEventData(null); if (!Global.useMouse) { Point2D gp = UnityGazeUtils.GetGazeCoordsToUnityWindowCoords(gazeCoords); point.position = new Vector3((float)gp.X, (float)gp.Y, CamaraPosition.nearClipPlane + 1f); } else { point.position = Input.mousePosition; } //result will contain all of the hit canvas List <RaycastResult> results = new List <RaycastResult> (); gr.Raycast(point, results); if (results.Count > 0) { for (int i = 0; i < results.Count; i++) { if (results [i].gameObject.name == "menu") { text.color = Color.blue; if (delay > waitTime) { try{ if (KeyboardManager.keyboardManager.getText() != "") { SavePoints.pointsInstance.Save(new PlayerPoints(KeyboardManager.keyboardManager.getText(), Global.points)); KeyboardManager.keyboardManager.setText(""); SceneManager.LoadScene("MainMenu"); } } catch (System.Exception e) { SceneManager.LoadScene("MainMenu"); } } else { delay += Time.deltaTime; } } else { text.color = Color.white; } if (results [i].gameObject.name == "keyboard") { if (delay > waitTime) { SceneManager.LoadScene("Keyboard"); } else { delay += Time.deltaTime; } } } } }
// Start is called before the first frame update void Start() { _throwAlcohol = FindObjectOfType <ThrowAlcohol>(); _canvas = GetComponentInParent <Canvas>(); _graphicRaycaster = GetComponentInParent <GraphicRaycaster>(); }
int mouseTimeGradeCount = 10; // mouseTimeGrade가 GradeCount를 넘어서면 이동이 빨라짐. IEnumerator ButtonTouched() { bool touched = false; // Touch 시작 여부 체크. gr = mycanvas.GetComponent <GraphicRaycaster>(); ped = new PointerEventData(null); while (true) { if (Input.touchCount > 0) { touched = true; //Debug.Log(Input.touchCount); for (int i = 0; i < Input.touchCount; i++) { List <RaycastResult> results = TouchedObjs(i); if (results != null && results.Count > 0) { switch (System.Convert.ToInt32(tempTouch.phase)) { case 0: MoveButtonCheck(results); if (PuzzleManager.instance.cursor.GetComponent <CursorController>().ready == true) { MarkButtonCheck(results); } break; case 1: case 2: if (mouseTime > mouseFirstTime) { MoveButtonCheck(results); } else { mouseTime += 0.01f; } if (PuzzleManager.instance.cursor.GetComponent <CursorController>().ready == true) { MarkButtonCheck(results); } break; case 3: //TouchPhase.End //Debug.Log(results[0].gameObject.name); if (results[0].gameObject.tag == "MoveBtn") { mouseTimeGrade = 0; mouseTime += 0.01f; } else if (results[0].gameObject.name == "Btn_Hint") { HintButtonClicked(); } else { MarkButtonOutCheck(results); } break; } } } if (Input.touchCount == 1) { List <RaycastResult> results = TouchedObjs(0); if (results.Count > 0) { if (results[0].gameObject.tag == "CheckBtn") { mouseTimeGrade = 0; mouseTime = 0; } else { MarkButtonOutCheck(results); } } } } else { mouseTimeGrade = 0; mouseTime = 0; checkTime = 0; PuzzleManager.instance.cursor.GetComponent <CursorController>().CheckOut(); if (touched == true) { touched = false; } } yield return(null); } }
private void Start() { gr = GetComponentInParent <GraphicRaycaster>(); SmashCSS.instance.ShowCharacterInSlot(0, null); }
private void Start() { m_Raycaster = canvas.GetComponent <GraphicRaycaster>(); }
// Use this for initialization private void Start() { DontDestroyOnLoad(gameObject); graphicRaycaster = gameObject.AddComponent <GraphicRaycaster>(); }
public Sprite[] characterBackgrounds; //Array with the character backgrounds // Start is called before the first frame update void Start() { //Obtain the Canvas' Raycaster and EventSystem Components rc = GetComponent <GraphicRaycaster>(); eventSystem = GetComponent <EventSystem>(); }
void InitializeCanvas() { if (VERBOSE) { Debug.Log("Started canvas initialization in " + id); } GameObject canvasGameObject = new GameObject("UIScreenSpace"); canvasGameObject.layer = LayerMask.NameToLayer("UI"); canvasGameObject.transform.SetParent(scene.GetSceneTransform()); canvasGameObject.transform.ResetLocalTRS(); // Canvas canvas = canvasGameObject.AddComponent <Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Canvas Scaler (for maintaining ui aspect ratio) CanvasScaler canvasScaler = canvasGameObject.AddComponent <CanvasScaler>(); canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; canvasScaler.referenceResolution = new Vector2(1280f, 720f); canvasScaler.matchWidthOrHeight = 1f; // Match height, recommended for landscape projects // Graphics Raycaster (for allowing touch/click input on the ui components) graphicRaycaster = canvasGameObject.AddComponent <GraphicRaycaster>(); canvas.sortingOrder = -1; // We create a middleman-gameobject to change the size of the parcel-devs accessible canvas, to have its bottom limit at the taskbar height, etc. GameObject resizedPanel = new GameObject("ResizeUIArea"); resizedPanel.AddComponent <CanvasRenderer>(); childHookRectTransform = resizedPanel.AddComponent <RectTransform>(); childHookRectTransform.SetParent(canvas.transform); childHookRectTransform.ResetLocalTRS(); childHookRectTransform.anchorMin = Vector2.zero; childHookRectTransform.anchorMax = new Vector2(1, 0); // We scale the panel downwards to subtract the viewport's top 10% float canvasHeight = canvasScaler.referenceResolution.y; childHookRectTransform.pivot = new Vector2(0.5f, 0f); float canvasSubtraction = canvasHeight * UISettings.RESERVED_CANVAS_TOP_PERCENTAGE / 100; childHookRectTransform.sizeDelta = new Vector2(0, canvasHeight - canvasSubtraction); // We scale the panel upwards to subtract the viewport's bottom 5% for Decentraland's taskbar canvasHeight = childHookRectTransform.sizeDelta.y; childHookRectTransform.pivot = new Vector2(0.5f, 1f); childHookRectTransform.anchoredPosition = new Vector3(0, canvasHeight, 0f); childHookRectTransform.sizeDelta = new Vector2(0, canvasHeight - canvasSubtraction / 2); // Canvas group canvasGroup = canvas.gameObject.AddComponent <CanvasGroup>(); canvasGroup.alpha = 0f; // Alpha will be updated later when the player enters this scene canvasGroup.blocksRaycasts = false; if (VERBOSE) { Debug.Log("canvas initialized, width: " + childHookRectTransform.rect.width); Debug.Log("canvas initialized, height: " + childHookRectTransform.rect.height); } if (DCLCharacterController.i != null) { OnCharacterMoved(DCLCharacterController.i.characterPosition); } if (VERBOSE) { Debug.Log("Finished canvas initialization in " + id); } if (!scene.isPersistent) { UpdateCanvasVisibility(); } }
void Awake() { mGray = GameObject.Find("Canvas").GetComponent <GraphicRaycaster>(); }
void FixedUpdate() { HPText.text = "HP " + Mathf.Ceil(ba.Ability.HP) + "/" + ba.Ability.MaxHP; rect.sizeDelta = new Vector2(ba.Ability.HP / ba.Ability.MaxHP * MaxW, rect.sizeDelta.y); //角色死亡处理 DieScreen.SetActive(ba.Recovery); if (ba.Recovery) { return; } bool ExV = (GameConfig.ExS != ""); ExBar.SetActive(ExV); ExSkill.SetActive(ExV); if (GameConfig.ExS != lSkill && ExV) { lSkill = GameConfig.ExS; SkillManager.Skill s = SkillManager.S.Find(m => m.Name == GameConfig.ExS); s.CD /= 5; ExSkill.GetComponent <MSBC>().s = s; ExSkill.GetComponent <MSBC>().ReLoad(); } //Role Switcher if (Input.GetKeyUp(KeyCode.Q) || GameConfig.IsTouched(Switcher)) { ControlRole = (ControlRole == 0) ? 1 : 0; RPGEvent rpg = GameConfig.Controller.GetComponent <RPGEvent>(); GameConfig.Followers[0].character = rpg.character; GameConfig.Followers[0].Confirm(); rpg.character = TeamController.Team.Mem[ControlRole].Name; rpg.Reload(); if (ControlRole == 0) { Ability2 = ba.Ability; } if (ControlRole == 1) { Ability1 = ba.Ability; } Reset(); SkillManager.PlaySkillAni(GameConfig.Controller.transform.localPosition, "Interactive\\Stars\\StarExplosion"); } //Touch Hander foreach (Touch t in Input.touches) { if (t.phase == TouchPhase.Ended) { GraphicRaycaster gr = this.GetComponent <GraphicRaycaster>(); PointerEventData data = new PointerEventData(EventSystem.current); data.pressPosition = t.position; data.position = t.position; List <RaycastResult> results = new List <RaycastResult>(); gr.Raycast(data, results); GameConfig.TouchAt.Clear(); foreach (RaycastResult rr in results) { GameConfig.TouchAt.Add(rr.gameObject); } } } }
void Start() { // Cache our GraphicRaycaster and EventSystem components. We're going to need them. m_Raycaster = GetComponent <GraphicRaycaster>(); m_EventSystem = GetComponent <EventSystem>(); }
void Init(CountersData data) { _audioTimeSync = data.AudioTimeSyncController; length = _audioTimeSync.songLength; if (settings.Mode == ICounterMode.Original) { Vector3 position = CountersController.DeterminePosition(gameObject, settings.Position, settings.Distance); TextHelper.CreateText(out _timeMesh, position + new Vector3(-0.25f, 0.25f, 0)); _timeMesh.text = settings.ProgressTimeLeft ? $"{Math.Floor(length / 60):N0}:{Math.Floor(length % 60):00}" : "0:00"; _timeMesh.fontSize = 4; _timeMesh.color = Color.white; _timeMesh.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0); _timeMesh.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0); var image = ReflectionUtil.GetPrivateField <Image>( Resources.FindObjectsOfTypeAll <ScoreMultiplierUIController>().First(), "_multiplierProgressImage"); GameObject g = new GameObject(); Canvas canvas = g.AddComponent <Canvas>(); canvas.renderMode = RenderMode.WorldSpace; CanvasScaler cs = g.AddComponent <CanvasScaler>(); cs.scaleFactor = 10.0f; cs.dynamicPixelsPerUnit = 10f; GraphicRaycaster gr = g.AddComponent <GraphicRaycaster>(); g.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 1f); g.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 1f); GameObject g2 = new GameObject(); _image = g2.AddComponent <Image>(); g2.transform.parent = g.transform; g2.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0.5f); g2.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0.5f); g2.transform.localScale = new Vector3(2.3f, 2.3f, 2.3f); _image.sprite = image.sprite; _image.type = Image.Type.Filled; _image.fillMethod = Image.FillMethod.Radial360; _image.fillOrigin = (int)Image.Origin360.Top; _image.fillClockwise = true; GameObject g3 = new GameObject(); var bg = g3.AddComponent <Image>(); g3.transform.parent = g.transform; g3.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0.5f); g3.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0.5f); g3.transform.localScale = new Vector3(2.3f, 2.3f, 2.3f); bg.sprite = image.sprite; bg.CrossFadeAlpha(0.05f, 1f, false); g.GetComponent <RectTransform>().SetParent(this.transform, false); g.transform.localPosition = new Vector3(-0.25f, .25f, 0f); transform.position += new Vector3(0.5f, 0, 0); _image.fillAmount = (settings.ProgressTimeLeft && settings.IncludeRing) ? 1 : 0; } else if (settings.Mode == ICounterMode.Percent) { Vector3 position = CountersController.DeterminePosition(gameObject, settings.Position, settings.Distance); TextHelper.CreateText(out _timeMesh, position); _timeMesh.text = settings.ProgressTimeLeft ? "100%" : "0.00%"; _timeMesh.fontSize = 4; _timeMesh.color = Color.white; _timeMesh.alignment = TextAlignmentOptions.Center; } transform.position = CountersController.DeterminePosition(gameObject, settings.Position, settings.Distance); if (GameObject.Find("SongProgressPanel") != null && settings.Mode != ICounterMode.BaseGame) { Destroy(GameObject.Find("SongProgressPanel")); } StartCoroutine(SecondTick()); }
public TowerSelector(Camera camera, GraphicRaycaster graphicRaycaster) { _camera = camera; _graphicRaycaster = graphicRaycaster; }
private void Start() { gr = GetComponent <GraphicRaycaster>(); }
/// <summary> /// Returns if objects at the given RectTransform are interactable. /// This will check both for Raycasts and for Interactable on CanvasGroups. /// </summary> static public bool IsPointerInteractable(this RectTransform inRectTransform) { if (!inRectTransform.gameObject.activeInHierarchy) { return(false); } Graphic graphic = inRectTransform.GetComponent <Graphic>(); if (!ReferenceEquals(graphic, null) && !graphic.raycastTarget) { return(false); } List <Component> components = s_CachedComponentList ?? (s_CachedComponentList = new List <Component>(8)); Component c; Transform t = inRectTransform; bool bIgnoreParentGroups = false; bool bRaycastValid = true; bool bContinueTraversal = true; while (t != null) { t.GetComponents(components); for (int i = 0, len = components.Count; i < len; ++i) { c = components[i]; Canvas canvas = c as Canvas; if (!ReferenceEquals(canvas, null) && canvas.overrideSorting) { bRaycastValid = canvas.enabled; bContinueTraversal = false; continue; } GraphicRaycaster raycaster = c as GraphicRaycaster; if (!ReferenceEquals(raycaster, null) && !raycaster.enabled) { bContinueTraversal = false; bRaycastValid = false; break; } CanvasGroup group = c as CanvasGroup; if (!ReferenceEquals(group, null) && !bIgnoreParentGroups) { bIgnoreParentGroups = group.ignoreParentGroups; bRaycastValid = group.interactable && group.blocksRaycasts; if (!bRaycastValid) { bContinueTraversal = false; break; } } Selectable selectable = c as Selectable; if (!ReferenceEquals(selectable, null) && !selectable.interactable) { bRaycastValid = false; bContinueTraversal = false; break; } } t = bContinueTraversal ? t.parent : null; } components.Clear(); return(bRaycastValid); }
void Awake() { paneTransform = GetComponent <RectTransform>(); raycaster = GetComponentInParent <GraphicRaycaster>(); system = GetComponentInParent <EventSystem>(); }
private void Start() { // 컴포넌트 불러오기 m_Net = GameObject.Find("NetManager").GetComponent <InitNetManager>(); m_gr = GameObject.Find("UI_canvas").GetComponent <GraphicRaycaster>(); ped = new PointerEventData(null); // 숨기기 및 잠금 Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; mouseOut = false; // 방 날씨 설정 // - 낮 if (m_Net.m_weather == "Morning") { // 텍스쳐 변경 GameObject.Find("SkyDome").GetComponent <MeshRenderer>().material.mainTexture = m_Morning; m_light.color = new Color32(248, 198, 158, 255); m_weather_passive = -1; } // - 저녁 if (m_Net.m_weather == "Evening") { // 텍스쳐 변경 GameObject.Find("SkyDome").GetComponent <MeshRenderer>().material.mainTexture = m_Evening; m_light.color = new Color32(255, 28, 0, 255); m_weather_passive = 0; } // - 밤/새벽 if (m_Net.m_weather == "Dawn") { // 텍스쳐 변경 GameObject.Find("SkyDome").GetComponent <MeshRenderer>().material.mainTexture = m_Dawn; m_light.color = new Color32(82, 2, 142, 255); m_weather_passive = 1; } // 아이템 생성 for (int i = 0; i < 5; ++i) { var new_Item = (GameObject)Instantiate(m_Item_Prefabs, new Vector3(m_Net.m_items_x[i], m_Net.m_items_y[i], m_Net.m_items_z[i]), Quaternion.identity); new_Item.name = "Item_num/" + (i + 1); // 오브젝트 이름 설정 } // 플레이어 UI 설정 if (m_Net.m_team_num % 2 == 0) // 루비 { GameObject.Find("character_img").transform.GetComponent <Image>().sprite = m_R_UI_chr_imgs[m_Net.r_chr_num[m_Net.m_team_num - 1] - 1]; // 오브젝트 캐릭터 이미지 설정 } if (m_Net.m_team_num % 2 == 1) // 사파이어 { GameObject.Find("character_img").transform.GetComponent <Image>().sprite = m_S_UI_chr_imgs[m_Net.r_chr_num[m_Net.m_team_num - 1] - 1]; // 오브젝트 캐릭터 이미지 설정 } // 플레이어 생성 for (int i = 0; i < 4; ++i) { // 본인 플레이어 생성 if (m_Net.m_team_num == i + 1) { var new_Player = (GameObject)Instantiate(m_user_Character_Prefabs[m_Net.r_chr_num[i] - 1], UnityEngine.Vector3.zero, Quaternion.identity); new_Player.name = "Team_num/" + (i + 1); // 오브젝트 이름 설정 new_Player.transform.localPosition = new UnityEngine.Vector3(m_Net.r_posX[i], m_Net.r_posY[i], m_Net.r_posZ[i]); // 오브젝트 위치 설정 new_Player.transform.eulerAngles = new UnityEngine.Vector3(m_Net.r_rotX[i], m_Net.r_rotY[i], m_Net.r_rotZ[i]); // 오브젝트 방향 설정 // 플레이어 팀 circle 설정 if ((i + 1) % 2 == 0) // 루비 { new_Player.transform.GetChild(2).GetComponent <MeshRenderer>().material = m_R_Circle; m_Net.max_hp = 120; // 루비팀 특성상 최대 체력 상승 } if ((i + 1) % 2 == 1) // 사파이어 { new_Player.transform.GetChild(2).GetComponent <MeshRenderer>().material = m_S_Circle; m_Net.max_hp = 100; // 사파이어 체력 } } // 그 외 플레이어 생성 else { var new_Player = (GameObject)Instantiate(m_other_Character_Prefabs[m_Net.r_chr_num[i] - 1], UnityEngine.Vector3.zero, Quaternion.identity); new_Player.name = "Team_num/" + (i + 1); // 오브젝트 이름 설정 new_Player.transform.localPosition = new UnityEngine.Vector3(m_Net.r_posX[i], m_Net.r_posY[i], m_Net.r_posZ[i]); // 오브젝트 위치 설정 new_Player.transform.eulerAngles = new UnityEngine.Vector3(m_Net.r_rotX[i], m_Net.r_rotY[i], m_Net.r_rotZ[i]); // 오브젝트 방향 설정 // 플레이어 팀 circle 설정 if ((i + 1) % 2 == 0) // 루비 { new_Player.transform.GetChild(2).GetComponent <MeshRenderer>().material = m_R_Circle; } if ((i + 1) % 2 == 1) // 사파이어 { new_Player.transform.GetChild(2).GetComponent <MeshRenderer>().material = m_S_Circle; } } } // 플레이어 입력 컴포넌트 연결 m_Net.playerInput = GameObject.Find("Team_num/" + m_Net.m_team_num).GetComponent <PlayerInput>(); // 날씨 영향 시작 StartCoroutine(Weather_Passive()); if (m_Net.new_player) // 도중 입장 플레이어의 경우 { // 임시 플레이어 컨트롤 잠금 GameObject.Find("Team_num/" + m_Net.m_team_num).GetComponent <PlayerController>().Dead = true; // 본인의 색깔 변경 GameObject.Find("Team_num/" + m_Net.m_team_num).GetComponent <PlayerController>().transform.GetChild(0).GetComponent <SkinnedMeshRenderer>().material.SetColor("_Color", new Color32(255, 215, 100, 255)); // 무적 5초 후 해제 GameObject.Find("Team_num/" + m_Net.m_team_num).GetComponent <ResponsePlayer>().FirstResponse(); // 타이머 시작 및 업데이트 if (m_Net.new_Sec < 10) { GameObject.Find("Time_text").GetComponent <Text>().text = m_Net.new_Min + " : 0" + ((int)m_Net.new_Sec - 4); // 카운터 만큼 제거 } else { GameObject.Find("Time_text").GetComponent <Text>().text = m_Net.new_Min + " : " + ((int)m_Net.new_Sec - 4); // 카운터 만큼 제거 } GameObject.Find("Time_text").GetComponent <timer>().GetTimerStart(m_Net.new_Min, m_Net.new_Sec); // 팀 점수 업데이트 if (m_Net.new_S_score < 10) { GameObject.Find("Sapphire_Score_text").GetComponent <Text>().text = "0" + m_Net.new_S_score.ToString(); } else { GameObject.Find("Sapphire_Score_text").GetComponent <Text>().text = m_Net.new_S_score.ToString(); } if (m_Net.new_R_score < 10) { GameObject.Find("Ruby_Score_text").GetComponent <Text>().text = "0" + m_Net.new_R_score.ToString(); } else { GameObject.Find("Ruby_Score_text").GetComponent <Text>().text = m_Net.new_R_score.ToString(); } } else // 그 외 일반 플레이어 { // 게임 시작 호출 m_Net.GameStart(); } }
public void CreateButtons() { float scale = 0.001f; Cleanup(); GameObject canvasObject = new GameObject(); canvas = canvasObject.AddComponent <Canvas>(); canvas.renderMode = RenderMode.WorldSpace; canvas.pixelPerfect = false; SuperController.singleton.AddCanvas(canvas); canvas.transform.SetParent(SuperController.singleton.mainHUD, false); CanvasScaler cs = canvasObject.AddComponent <CanvasScaler>(); cs.scaleFactor = 80.0f; cs.dynamicPixelsPerUnit = 1f; GraphicRaycaster gr = canvasObject.AddComponent <GraphicRaycaster>(); canvas.transform.localScale = new Vector3(scale, scale, scale); //canvas.transform.localPosition = new Vector3(-0.7f, 0, 0); canvas.transform.localPosition = new Vector3(-.45f, -0.72f, 0.35f); LookAtCamera(); int startingColumn = 0; if (IS_AUTOMATE_VERSION.IS_AUTOMATE) { startingColumn = 2; } hipCycleForceButton = AddButton("Thrust When Aroused", () => { if (!hasCycleForce) { wantToCreateHipCycleForce = true; } else { wantToRemoveHipCycleForce = true; } }, startingColumn, 1); penisButton = AddButton("Create Penis", () => { if (hasPenis) { if (animatingPenis) { wantToRemovePenis = true; animatingPenis = false; } else { wantToAnimatePenis = true; } } else { wantToCreatePenis = true; } }, startingColumn, 0); rotatePenisButton = AddButton("Rotate Penis", () => { wantToRotatePenis = true; }, startingColumn + 1, 0); rotatePenisButton.gameObject.SetActive(false); CheckButtonNames(); canvas.transform.Translate(0, 0.2f, 0); }
public GameObject currentObjectHit; // The current object we are hitting. // Start is called before the first frame update void Start() { m_Raycaster = GetComponent <GraphicRaycaster>(); }
protected virtual void BuildUp(GameObject editor) { editor.AddComponent <GLRenderer>(); GameObject ui = new GameObject("UI"); ui.transform.SetParent(editor.transform); Canvas canvas = ui.AddComponent <Canvas>(); if (IsVR) { canvas.renderMode = RenderMode.WorldSpace; canvas.worldCamera = Camera.main; } else { canvas.renderMode = RenderMode.ScreenSpaceCamera; canvas.worldCamera = Camera.main; canvas.planeDistance = Camera.main.nearClipPlane + 0.01f; } canvas.sortingOrder = short.MinValue; GameObject scene = new GameObject("SceneWindow"); scene.transform.SetParent(ui.transform, false); RuntimeWindow sceneView = scene.AddComponent <RuntimeWindow>(); sceneView.IsPointerOver = true; sceneView.WindowType = RuntimeWindowType.Scene; if (Camera.main == null) { GameObject camera = new GameObject(); camera.name = "RTE SceneView Camera"; sceneView.Camera = camera.AddComponent <Camera>(); } else { sceneView.Camera = Camera.main; } EventSystem eventSystem = FindObjectOfType <EventSystem>(); if (eventSystem == null) { eventSystem = editor.AddComponent <EventSystem>(); if (IsVR) { // } else { editor.AddComponent <StandaloneInputModule>(); } } RectTransform rectTransform = sceneView.GetComponent <RectTransform>(); if (rectTransform != null) { RectTransform parentTransform = rectTransform.parent as RectTransform; if (parentTransform != null) { rectTransform.anchorMin = new Vector2(0, 0); rectTransform.anchorMax = new Vector2(1, 1); rectTransform.pivot = new Vector2(0.5f, 0.5f); rectTransform.offsetMax = new Vector2(0, 0); rectTransform.offsetMin = new Vector2(0, 0); } } if (IsVR) { gameObject.AddComponent <VRTracker>(); } else { m_raycaster = ui.AddComponent <GraphicRaycaster>(); } m_eventSystem = eventSystem; }
void Awake() { _raycaster = GetComponent <GraphicRaycaster>(); // _eventSystem = GetComponent<EventSystem>(); }
public virtual void Awake() { graphicRaycaster = GetComponent <GraphicRaycaster>(); }
protected override void InitManager(Canvas canvas, CanvasScaler canvasScaler, GraphicRaycaster graphicRaycaster) { canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.sortingOrder = 10000; canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; canvasScaler.referenceResolution = new Vector2(2048, 1536); canvasScaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; canvasScaler.matchWidthOrHeight = 1; graphicRaycaster.blockingObjects = GraphicRaycaster.BlockingObjects.All; }
public HashSet <Selectable> GetUITargets(GraphicRaycaster gRay, PointerEventData pD) { if (cam != gRay.eventCamera) { cam = gRay.eventCamera; } aD.Reset(); aD.moveVector = (this.pD.position - pD.position); float x1 = this.pD.position.x, x2 = pD.position.x, y1 = this.pD.position.y, y2 = pD.position.y; float xDiff = x1 - x2; float yDiff = y1 - y2; MoveDirection dir = MoveDirection.None; if (xDiff > yDiff) { if (xDiff > 0f) { dir = MoveDirection.Right; } else if (xDiff < 0f) { dir = MoveDirection.Left; } else if (yDiff > xDiff) { if (yDiff > 0f) { dir = MoveDirection.Up; } else if (yDiff < 0f) { dir = MoveDirection.Down; } } } aD.moveDir = dir; var ray = cam.ScreenPointToRay(pD.position); Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow); List <RaycastResult> hits = new List <RaycastResult>(); HashSet <Selectable> uibT = new HashSet <Selectable>(); gRay.Raycast(pD, hits); if (hits.Count > 0) { pD.pointerCurrentRaycast = pD.pointerPressRaycast = hits[0]; } for (int i = 0; i < hits.Count; i++) { var go = hits[i].gameObject; Selectable u = GOGetter(go); if (u) { uibT.Add(u); } } this.pD = pD; return(uibT); }
void Inventory() { if (GameObject.Find("Inven_Panel") != null) { Equip.GetComponent <Image>().sprite = Item_sprite[Equip_Item[0].shapeflag]; if (Player_Item.Count > 0) { // Debug.Log(Player_Item[0].name); for (int i = 0; i < Player_Item.Count; i++) { Inven[i].GetComponent <Image>().color = new Color32(255, 255, 255, 255); Inven[i].GetComponent <Image>().sprite = Item_sprite[Player_Item[i].shapeflag]; } } raycaster = canvas.GetComponent <GraphicRaycaster>(); ped = new PointerEventData(null); ped.position = Input.mousePosition; List <RaycastResult> results = new List <RaycastResult>(); raycaster.Raycast(ped, results); if (results[0].gameObject.name == "Equip_Image") { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Equip_Item[0].name.ToString(); Item_level.text = Equip_Item[0].level.ToString(); Item_damage.text = Equip_Item[0].damage.ToString(); } else if (results[0].gameObject.name == "Item1" && Player_Item[0] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[0].name.ToString(); Item_level.text = Player_Item[0].level.ToString(); Item_damage.text = Player_Item[0].damage.ToString(); } else if (results[0].gameObject.name == "Item2" && Player_Item[1] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[1].name.ToString(); Item_level.text = Player_Item[1].level.ToString(); Item_damage.text = Player_Item[1].damage.ToString(); } else if (results[0].gameObject.name == "Item3" && Player_Item[2] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[2].name.ToString(); Item_level.text = Player_Item[2].level.ToString(); Item_damage.text = Player_Item[2].damage.ToString(); } else if (results[0].gameObject.name == "Item4" && Player_Item[3] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[3].name.ToString(); Item_level.text = Player_Item[3].level.ToString(); Item_damage.text = Player_Item[3].damage.ToString(); } else if (results[0].gameObject.name == "Item5" && Player_Item[4] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[4].name.ToString(); Item_level.text = Player_Item[4].level.ToString(); Item_damage.text = Player_Item[4].damage.ToString(); } else if (results[0].gameObject.name == "Item6" && Player_Item[5] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[5].name.ToString(); Item_level.text = Player_Item[5].level.ToString(); Item_damage.text = Player_Item[5].damage.ToString(); } else if (results[0].gameObject.name == "Item7" && Player_Item[6] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[6].name.ToString(); Item_level.text = Player_Item[6].level.ToString(); Item_damage.text = Player_Item[6].damage.ToString(); } else if (results[0].gameObject.name == "Item8" && Player_Item[7] != null) { Item_Detail.transform.position = Input.mousePosition; Item_Detail.transform.gameObject.SetActive(true); Item_name.text = Player_Item[7].name.ToString(); Item_level.text = Player_Item[7].level.ToString(); Item_damage.text = Player_Item[7].damage.ToString(); } else { Item_Detail.transform.gameObject.SetActive(false); } if (Input.GetMouseButtonDown(1)) { item_name = results[0].gameObject.name; Debug.Log("아이템 이름 : " + item_name); Item_Detail.gameObject.SetActive(false); Item_Menu.gameObject.SetActive(true); mouse = Input.mousePosition; Item_Menu.gameObject.transform.position = mouse; } } }
private void Start() { m_Raycaster = GameObject.Find("Canvas").GetComponent <GraphicRaycaster>(); m_EventSystem = GameObject.Find("EventSystem").GetComponent <EventSystem>(); }
void Awake() { gr = UIInGame.instance.GetComponent <GraphicRaycaster>(); }
void Start() { graphicRaycaster = GetComponent <GraphicRaycaster>(); eventSystem = GetComponent <EventSystem>(); }
private void Awake() { this.raycaster = GetComponent <GraphicRaycaster>(); }
private void Start() { myGraphicsRaycaster = FindObjectOfType <GraphicRaycaster>(); }